Tips
Pair your robots
Shield Cart is slow and tough. Send it first, then put a Rivet Ranger behind it. Boltling pair is quick and cheap, but a Broom Bot can hit both at once. Anchor Pad stays where you put it and disappears after twenty seconds. Use it to guard a busy pad.
Pulse Net deals no damage. It slows nearby rivals for four seconds. Put it where a rival is about to reach your defenders. Your own robots keep their normal speed.
Keep another route open
The relay opens a forward pad but gives no extra charge or strength. You can attack around it. If the bot sends everything down the middle, try a side pad. Save some charge to defend your turret. Sending every card at once can leave you stuck waiting.
Learn from a battle
Watch your replay after a finished match. Look for a Ranger left on its own or a group that met a Broom Bot. Try one change next time. There is no penalty for losing, and your saved wins never make your robots stronger. A battle only adds to your saved count if you played a card.
Try the whole crew
Spring Jumper leaps toward a rival every five seconds. Drill Walker moves slowly but hits structures three times harder. Kite Drone flies above ground robots and cannot take relays. Rangers, Anchor Pads, other drones and Pop Rocket can hit it. Your base turret can too.
Repair Beetle heals a friend by 35 health each second. More repair robots do not stack healing on the same friend, and they cannot heal cores. Decoy Beacon attracts nearby rivals for ten seconds, but it cannot fight or capture. Pop Rocket shows a warning ring, then hits rivals inside it after a short delay. It hurts structures less. Use the six-card editor to make these roles work together. Keep an answer to flying robots and groups.